Thanks Michael.

Dan

----- Original Message -----
From: "Michael Hobson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 29, 2004 1:28 PM
Subject: [hlcoders] re: false claim of real-time radiosity support in Source
Engine


>
> At 02:42 AM 11/29/2004, Michael Shimmins wrote:
> >How on earth can you make such a claim?  You think just because it isn't
> >implemented in HL2 that the Source Engine isn't capable of it?
> >
> >Who's to say HL2 exposed 100% of the functionality of the Source Engine.
> >
> >Why not wait until we see what can be done with it, before blindly
> >stipulating that which can not.
>
>
> Dan Partly stated that it is *obviously* a false claim by Valve that they
> support
> Real-Time Radiosity in Source Engine on their web site. He can make this
> statement with an extremely high degree of confidence.
>
> It *should be* painfully obvious to any student of computer graphics
technology
> that the claim is false.
>
> Why?
>
> Because there has to exist a computer executable algorithm to for
real-time
> radiosity before Valve Software or anyone else can possibly have
implemented
> it in any game engine. If such an algorithm would have been published in
any
> one of the several academic journals bearing on this subject, it would be
> indexed
> in the ACM (Association for Computing Machinery) Library and available to
> SIGGRAPH members for examination.
>
> There has been no such publication describing any methodology of
performing
> hemi-cube or any other Radiosity computation in Real Time and the present
best
> algorithm requires at least a few tens to a couple hundred iterations of
> propogating
>   light energy ("radiosity") over a couple hundred thousand hemicubes (for
> a typical
> HL 2 level after subdivision of all the polygons into sufficiently small
> facets) in order
> to obtain a solution that "looks good".
>
> All of this computation would be required for each and every frame
rendered and
> even polygons that are not in the visible set would still have to be
> included in the
> radiosity calculation, as they might contribute scattered light to the
> visible polygons
> that actually get rendered by means of multiple bounces.
>
> That is absolutely beyond power of any existing consumer hardware and
could
> only hope to be be achieved with a very large cluster of machines working
> on the
> problem in parallel.
>
> Therefore, it may be stated with *very high confidence* that the claim on
> Valve's
> web site is false.
>
> Besides that, it's not like we've never seen false claims and  statements
> from Valve
> Software before, either. So all this shock and horror from you fanboys at
> the report
> of another one is quite incomprehensible.
>
>
> {OLD}Sneaky_Bastard!
> email:  [EMAIL PROTECTED]
> Michael A. Hobson
> icq:    #2186709
> yahoo: warrior_mike2001
> IRC:  Gamesurge channel #wavelength
>
>
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